Path: ...!weretis.net!feeder9.news.weretis.net!news.quux.org!campaignwiki.org!dwalin.uucp!ereborbbs.duckdns.org!.POSTED.192.168.18.6!not-for-mail From: Kyonshi Newsgroups: rec.games.frp.misc Subject: Re: 1:1 time between campaign and real world Date: Tue, 18 Jun 2024 09:38:14 +0200 Organization: EreborBBS InterNetNews Message-ID: References: Mime-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 7bit Injection-Date: Tue, 18 Jun 2024 07:38:11 -0000 (UTC) Injection-Info: ereborbbs.duckdns.org; posting-host="192.168.18.6"; logging-data="18679"; mail-complaints-to="usenet@ereborbbs.duckdns.org" User-Agent: Betterbird (Windows) Content-Language: en-US In-Reply-To: Bytes: 2234 Lines: 24 On 6/17/2024 7:35 PM, lkh wrote: > Alex Schroeder wrote: >> In rec.games.frp.dnd smaug@ereborbbs.duckdns.org wrote: >>> What do you think about using a straight up 1:1 time between real >>> world and campaign in a game? >>> [...] >>> I was thinking lately that esp. Traveller might have been intended to >>> be used with something like that, as every jump between different >>> worlds is >>> exactly one week long. (allowing for players to jump into a system and >>> jump out at the end of the game, safely back on their ship) > > yes, I am convinced it's just like that. Also finding a patron > takes one week (or rather the group is allowed one roll to find a > patron per week). Thus the referee should usually get one weeks worth > of time to dream something up, and present the group with a nice > patron encounter when next weeks session starts. The idea breaks down in that way, as the adventures on a single world might generally take longer. Also travel in-system also might take up to a week just to get to the weekly world of adventure. But I think the 1 week travel time to another world gives the referee a nice framework to deal with, a marker to say: here we stop, next week is another world.